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boding aspect lies a labyrinthine crypt. It is filled with Gary Gygax's World ofGreyhawk® campaign provided the
terrible traps and not a few strange and ferocious monsters setting for the original Tomb ofHorrors, which suggested
to slay the unwary. It is filled with rich treasures both a number of possible locations for the tomb. Return to the
precious and magical , but in addition to the aforemen Tomb of Horrors set the legendary dungeon in the Great
tioned guardians, there is said to be a demilich who still Swamp of the remote county ofSunndi-and expanded on
wards his final haunt. (Be warned that tales told have it the scope of Acererak's evil.
that this being possesses powers which make him nearly Evil humanoids and undead, drawn to the site of the
undefeatable!) tomb, founded a settlement called the City of Skulls, or
Accounts relate that it is quite unlikely that any adven Skull City. Priests and necromancers of the Bleak Acad
turers will ever find the chamber where the demilich emy-a sinister cabal dedicated to the worship ofAcererak
Acererak lingers, for the passages and rooms of the tomb as a deity-lead the city. Skull City played a part in the
are fraught with terrible traps, poison gases, and magical Acererak lore in Open Grave. Robert]. Schwalb further
protections. Furthermore, the demilich has so well hidden updated Skull City for 4th Edition in "The Legacy ofAcer
his lair that even those who avoid the pitfalls will not be erak " (Dra8on #371).
likely to locate their true goal. So only large and well Place the Tomb of Horrors wherever you like in your
prepared parties of the bravest and strongest should even campaign world. This adventure follows Schwalb's lead
consider the attempt, and if they do locate the tomb, they by placing the tomb at the center of the City of Skulls
must be prepared to fail. . . . and granting the Bleak Academy control of access to the
tomb; this adventure also sets the backstory of the new 4th
HORROR NEVER DIES Edition Tomb ofHorrors super-adventure, scheduled to
The text above, penned by Gary Gygax, heralded Tomb of release in July 2010.
Horrors' assault on an unsuspecting hobby in 1978. One of
a handful of now-classic adventure modules published in
the earliest days of the ADVANCED DUNGEONS & DRAG CRED1TS
ONS@game, The Tomb made its first appearance three Gary Gygax Cole Meier
years before as the official D&D®tournament adventure Original Design Graphic DeSigner
at the Origins I gaming convention. It used the original
Scott Fitzgerald Gray Justin Sweet
DUNGEONS & DRAGONS® rules, published in 1974. In the 4th Edition Design Cover Illustrator
time since, the adventure has become a legend in gaming
Rodney Thompson David C. Sutherland III
circles-loved by some, vilified by others, and indelibly
Developer David A. Trampier
burned into the memories of every player and DM who set Interior Illustrators
their imaginations loose vvithin it. Miranda Horner
Editor Jason Engle
In 1998, the original adventure became the centerpiece
Cartographer
for (and was reprinted as part of) the legendary Return to Chris Tulach
the Tomb ofHorrors boxed set for 2nd Edition AD&D®. At Organized Play Content Developer Joe Yochum
Production Manager
the height of3rd Edition's popularity, Return author Bruce
Matthew Stevens
R. Cordell updated the adventure as a free release. Art Director
Now, the most legendary dungeon crawl in gaming
history has been updated for 4th Edition D&D rules. In Ihis 4th Eoition updote makes use of mate rial frum "The Legacy uf Acer
keeping with the spirit of the new edition, the challenges erak" (Draaon # 371). Open Grave, ond the v.3.5 Tomb ofHorrors update.
herein might prove more calculated and consistent than
those of the original adventure. Be warned, however, that D U N~EONS & DRAGO NS, ADVAN CE D DU NGEONS & DK AGONS, D&D, AD & D,
the challenges can be just as deadly. Characters who sur d20 . d 20 System , 'Vizards of t he Coast. Player's Handbook, Dilngeon Master's
vive the adventure should attain 11th level and will have GUIde, Monster Manllal, ami all other "Vizard s of the COHst product names
and their res pective logos are trad e marks of\~' izard s oCt he Coas t LLC in
begun to make a name for themselves as they cross from
the U. S.A. a nd other countries. All "Vi za rds charac ters and the distinctive
the heroic to the paragon tier. likenesses thereuf a re prope rt), of Wi zards of the Coast LLC. This material
is protected LInder the copy right laws oft he United States of America. Any
reproduction or unauthorized use of the material or artwork contained
herein is prohibit ed withoLlt the express writte n pe rmission of Wi zard s of
the Coa st LLC. Anysimilarity to actual people, organi zations. places. or
event s included herein is purely coincidenta l. Printed in the U.S.A. ©20 10
vVizards orthe Coa st LLC
INTERIOR FEATURES
Illumination: Unless otherwise indicated, the interior
of the tomb is dark.
Ages past, a human magic-user/cleric of surpassing evil took Ceilings, Floors, and Walls: Ceilings in passage
ways and smaller chambers vary from 10 to 15 feet
the steps necessary to preserve his life force beyond the
centuries he had already lived, and this creature became high unless othervvise indicated . Passages and rooms
are granite or marble unless otherwise indicated. Except
the lich Acererak. Over the scores ofyears that followed, the
in crawlspaces and in area 18, ceilings, floors, and walls
Iich dwelled with hordes ofghastly servants in the gloomy
are smooth.
stone ha lis of the very hill where the tomb is. Eventually,
Interior Doors (Visible): Doors are iron-banded oak
even the undead life force of Acererak began to wane, so for
unless otherwise indicated. Characters must force doors
the next eight decades, the lich's servants labored to create
open unless otherwise indicated.
the Tomb of Horrors. Then Ace rerak destroyed all of his
slaves and servitors, magically hid the entrance to his halls,
Iron-Banded Oak Door: 2 inches thick: AC 5, Reflex 5,
Fortitude 10,20 hit pOints. Strength DC 21 to open.
and went to his final haunt while his soul roamed strange
Secret Doors: Secret doors typically look like the sur
planes unknown to even the wisest of sages.
rounding walls. Unless otherwise indicated, a character
can detect a secret door with a DC 16 Perception check
ACERERAK'S PLOTS and can open a secret door with a DC 16 Strength or
The truth behind the creation of the Tomb of Horrors is Thievery check.
even more insidious than the legends that lure adventur Treasure: Powerful magic protects some of the tomb's
ers to the tomb. Centuries ago, Acererak built the tomb treasure, exacting Acererak's revenge on those who chal
to serve as an alta r: In it , countless heroes would sacrifice lenge him. Such treasure becomes worthless if removed
themselves for his purposes. Each group of adventurers from the tomb, but no check or power reveals this property
destroyed by the tomb generated spiritual energy, which while the treasure i.s in the tomb. See areas 9 and 29.
the demilich siphoned to a hidden phylactery in prepara This adventure presents specific magic items in its trea
tion for turning himselfinto a deity. sure parcels; however, unless otherwise indicated , you
A generation ago, a group of heroes shattered Acererak's can replace any magic item with an item of the same level
plans by dea ling him a near-fatal setback. The Bleak Acad from your players' wish lists. Magic items from sources
emy, known at the time as the Black Academy, received its other than the Player's Handbook reference the source, or
current name because of the failure of the demilich 's plots. you can find them in the D&D Compendium . The abbrevi
The masters of the academy believe that Acererak will ation AV refers to Adventurer's Vault; AV2 is Adventurer's
return, prima rily because the Tomb of Horrors continues Vault 2; and DMA09 is Dra80n Ma8azine Annual 2009.
to draw adventurers to their doom and to provid e Acer
erak with spiritual energy. After each new wave of heroes ENTERING THE TOMB
perishes in the tomb, the forces that have kept the complex
This adventure as sumes that the characters have jour
standing for centuries slowly and inexorably repair the
neyed to Skull City and have prepared to enter the tomb
damage done to it.
by way of the Bleak Academy, as described in "Legacy of
In fact , the demilich has hatched new plots even more
Acererak" (Dra8on #3 71). When the tomb was an isolated
ambitious than hi s previou s ones-plots unknown even to
ruin, adventurers had to find its entrance from among
the masters of the Bleak Academy. The Tomb ofHorrors
false and trap-guarded portals. Because the Bleak Acad
super-adventure reveals the full scope of those plots-and
emy now encases those entrances, a silent escort brings
reveals Acererak's fate.
the characters to the tomb.
QUEST XP
Two major quests define the characters' incursion into the
Tomb of Horrors.
Major Quest (2,000 XP): Avoid being misled by a
false Acererak (area 14), and locate the magically warded
secret door that offers access to the rest of the tomb.
Major Quest (2,500 XP): Destroy the
Acererak construct.
1. MOSAIC HALL Treasure: Any character who falls into the pit or
makes a DC 16 Perception check finds 6 gems (50 gp
At the entrance to the tomb, the characters gain their first
each) at the bottom of the pit.
glimpse of Acererak's nightmarish masterpiece. See the
illustration on the insid e front cover.
lB. DANGEROUS PATH
The first li8ht brou8ht to bear on the corridor ahead reveals a The characters' progress down the corridor depends on
flare ofcolor undimmed by the passa8e oftime. The walls and how qUickly they determine how the pit traps protecting
the ceilin8 20 feet overhead are smooth plasterfrescos illus this area work.
trated with interior and exterior scenes. Herds ofcows 8raze
in openfields. A wooded copse conceals wolves on the prowl.
Slaves ofvarious humanoid and monstrous races 80 about Poison-Spikes Pit Trap Level 7 Warder
their labors under the whips offiends and other cruel creatures. T~p XP)OO
Certain of the frescoes create the illusion ofan interior The floor suddenly collapses to reveal a deadly spiked pit below.
space. A wizard's workroom is 8ual'ded by two jackal Trap: A 2-by-2 section of the floor hides a 1 O-foot-deep pit
headed humanoids. A library stands filled with many books lined with poisoned spikes.
which some fiendish creature lurks. • DC 16: A character adjacent to a square can determine
whether that square is part of a pit trap.
The floor ofthe corridor is an equally colorful mosaic of Additional Skill: Athletics
stone, set with a distinct 2foot-wide path ofred tiles snakin8 • DC 23: A character can strike the floor hard in his or her
its way south. square to sound it. With a successful check, the character
determines the location of all adjacent pit trap squares.
IA.FRESCO OF THE A check made in a square of a pit trap triggers the trap,
which gains a + 2 bonus to its attack roll against the character
WIZARDLY WORKROOM making this check.
Trigger
by pit traps (see b e low). However, the first trap (marked trap's 4 squares into another of the trap's squares.
juttin8 out from the wall. Miss: The target moves to any safe square adjacent to the
Trap: This 30-foot-deep pit is a deadlier version of the poison- triggering square.
spikes pit traps that fill this long corridor. Effect: The false floor opens and the pit is no longer hidden.
Perception After 24 hours open, a pit trap in the tomb magically closes
• DC 16: The top of the bronze chest features a hidden catch. and resets itself.
• DC 23: A character adjacent to a square can determine
Countermeasures
whether that square is part of the pit trap.
• A character adjacent to a trapped square can safely
Trigger trigger the trap with a DC 23 Athletics or Thievery check
If the catch is pressed, the lid of the chest swings down to (s ta ndard action).
reveal an empty interior. However, any character that probes • A character on a trapped square can disable the trap with
the chest discovers an invisible lever attached to the bottom. a DC 23 Thievery check (standard action, trained only). The
The trap attacks when a creature pulls the invisible lever. floor becomes safe to cross for 24 hours, after which the
Attack pit trap resets. If this check fails by 5 or more, the character
Immediate Reaction Melee 1 triggers the trap. The trap gains a + 2 bonus to its attack roll
Target: Each creature in one of the trap's squares. against that character.
Attack: + 10 vs. Reflex • A character can jump over the pit with a running start
Hit: The target drops into the pit, takes Sd1 0 + 2 damage and by making a DC 11 Athletics check (DC 21 without a
ongoing 5 poison damage (save ends), and falls prone.
running start).
Miss: The target moves to any safe square adjacent to the
• A character can climb into or out of the pit with a DC 16
triggering square.
Athletics check. The spiked floor of the pit can be safely
Effect: The false floor opens and the pit is no longer hidden. crossed at half speed.
SETUP
1 lesser gargoyle mauler (G)
behind it.
Level 7 Blaster
Cursed Archway Cursed location Aside from rubble on the floor, the only other thina you see
The swirling white mist within the archway hides whatever
in this chamber is an Bjoot tall statue of a four·armed aar·
lies beyond it.
Boyle. One of its arms has been broken off, and it rests on the
Cursed Location: This archway steals a character's gear to
floor at its feet.
strike a blow against the characters' morale.
Arcana or Thievery
• DC 28 (trained only); The mists of this archway are imbued Statue's Sacrifice Level 10
with a powerful magical curse.
PUZlle XP 500
Effect The statue's hands are outstretched, as if waiting fo r some
Whenever a creature moves adjacent to the arch, three of its offering.
stones begin to glow-dull olive green on the lower left; russet Puzzle: Sacrificing gems in the statue's three attached hands
brown at the top; and a sickly citron yellow at lower right. calls forth a powerful magic item.
No matter which stones are pressed and in what order, the Perception
archway remains clouded and veiled with a haze that cannot • DC 18; Each of the statue's three intact hands is carved with
be seen through with any vision or power. Any character that an indentation, as if some object is meant to be placed there.
steps through the arch has all his or her clothing and gear The fourth has no such concavity.
teleported to the crypt at area 32, while the character (now • DC 26: The rubble and debris surrounding the statue
nude) is teleported to the tomb entrance at area 1. contains traces of diamond dust.
Arcana or Thievery
• DC 26 (trained only): Both the statue and its broken arm are
imbued with powerful magic.
"CRUEL, BUT MOST • DC 30 (trained only); Activating the statue's magiC requires
ENTERTA1N1NG ..." a series of repeated actions.
For many players of the original Tomb of Horrors, this cursed Effect
When the party en ters the crawlway hidden by the red swarm ofhissin8 Vipers pours forth.
magically if it is:
Trap: Each round on its initiative, the trap fires a barrage of
• Caught within the area of an arcane or divine area
force darts throughout the area.
attack power.
Perception
Trigger
Each of the chests triggers an encounter when opened. Taken When the silver chest is opened, the trap rolls initiative and
individually, each encounter represents a minor challenge attacks.
for a party of the characters'level. However, each encounter Attack
Standard Action Ranged 1 0
creates the chance that any remaining ch ests will also be
Target: The creature that opened the chest and each ally in range
opened. The range oflevels in the encounter information
Attack: + 1 5 vs. Reflex
above d epends on Hit: 4d6 + 1 force damage and the target is pushed 1 squares
whe ther the char from the chest.
each challenge • A character adjacent to the chest can disable the trap
individually or with two DC 26 Arcana or Thievery checks (standard action,
trained only).
a ll at once.
• A character who moves more than 3 squares on his or her
. most recent turn gains a + 1 bonus to Reflex against the
trap's attack.
TACTICS
The ske leton blad e guardian takes on the strongest-looking
melee combatants. laying into those foes with scimitar and
preemptive slash attac ks. It reserves rain ofsteel until it can
attempt to drive foes into any unopened chests.
DEVELOPMENT
All the summoned creatures here remain indefinitely if
they are not destroyed. If the characters flee this area. the
blade guardian pursues them but the asps do not.
Close burst 3; +13 vs. Reflex; 3d1 0 + 6 damage. and the blade
-- --
Weakness Gas Trap level 8 Blaster
Trap XP 350
9A. BLUE ALTAR
As the seat ofthe pew is lifted, a cloud of acrid aas fills the air. A DC 30 Arcana or Religion check (trained only, made
Trap: Each of the front pews in the chapel of evil is trapped. adjacent to tb e altar) reveals that tbe aura of good detect
Perception able earlier in the cbapel is wbolly false, masked by the
This trap cannot be detected with Perception. altar's powerful magic.
Additional Skill: Thievery
• DC 16 (trained only): The lid of this pew is a subtly hidden
trap, ready to trigger if opened. lightning Blast Altar Level 8 Blaster
Trigger Trap XP 350
The trap attacks when the lid of the pew is opened. Each trap A bolt of lightning erupts from the altar to blast any creatures
triggers separately. standing before it.
Attack Trap: The altar glows with pulSing power that waits for the
Standard Action Close burst 4 touch of a living creature.
Target: Each creature in burst Perception
Attack: +11 vs. Fortitude This trap cannot be detected with Perception.
Hit: 4d8 poison damage. Additional Skills: Arcana or Thievery
Miss: 1 d8 poison damage. • DC 24 (trained only): The glowing altar is a deadly magic trap.
Effect Trigger
1 round after the trap attacks, the gas spreads to a close burst If touched by a living creature, the altar sends a pulse of
8 that completely fills the area. The trap makes a second lightning up the aisle between the pews, from the altar to the
attack with a -2 penalty to the attack roll. The gas then north wall.
The next time the target rolls initiative in a combat Target: Each creature in the aisle between the pews
encounter, it becomes weakened (save ends). The target Attack: +11 vs. Reflex
takes a -1 penalty to this saving throw for each time it has Hit: 3d8 + 4 lightning damage, and ongoing 5 lightning
been hit by this attack. The target gains a + 1 bonus to the damage (save ends).
saving throw for each extended rest it has taken since last Miss: Half damage.
A character remains unaware of this aftereffect until he or she In the aftermath of the attack, the altar glows a fiery purple.
starts the next combat encounter. Secondary Trigger
Countermeasures If the altar is touched by any object or creature, the trap makes
• A character gains a +2 bonus to Fortitude against the trap's another attack.
next attack with a DC 16 Endurance check (standard action). Immediate Reaction Close blast 5
• The magical weakness gas is absorbed through the lungs Target: Each creature in blast
and the skin. However, a character holding his or her breath Attack: +11 vs. Reflex
gains a +5 bonus to Endurance checks made to resist the Hit: Sd8 + 5 fire damage.
Effect
Countermeasures
Effect
• DC 17 (trained only): The slot is the m echanism for a hidden
The luminous orange mist within the arch cannot be seen
mechanical portal within the wall, but no hint is given of how
through with any vision or power. Unlike with the archways at to activate it.
area 1 E and area SA, the stones of this cursed arch do not glow. Effect
Any character passing through the portal enters the small The slot is the size of a coin, a flat gem, or a ring. Any item
room beyond. The portal has different effects depending on placed into the slot falls through and lands unseen on the
how many times a creature enters it. (Exiting the portal each other side of the 2 -foot-thick wall.
time ha s no additional effect.) A magic ring fed into the slot activates the portal:
First Time
With a grinding sound, the wall sudde nly begins to drop. An
The first time a character enters the portal, he or she is
immense wedge-shaped block of stone sinks slowly into the
subjected to two powerful effects.
floor, revealing a passageway beyond it.
• The character's sex is changed to its opposite. All her or his The ring and all other objects deposited into the slot are
armor and clothing is magically modified as necessary. crushed and destroyed beneath the sinking stone.
likely that the party ignores the third pit by the time they
The character's sex (a nd all her or his clothing and armor) is
• DC 26 (trained only; two checks): The character identifies No check is necessary to notice the gas.
the powerful magic wards holding the door shut. A character Arcana or Thievery
who can see invisible objects needs to make only one • DC 14 (trained only): The air here is tainted by a potent
successful check. magical toxin.
• DC 30 (trained only; after the wards have been successfully Trigger
identified): The door can be opened only after being targeted The hazard attacks whe n a creature starts its turn in any of its squares.
by a dispel maBie spell or a Remove Affliction ritual. Attack
Athletics or Thievery Opportunity Action Melee 1
• DC 18 (after dispel maBic or Remove Affliction; two checks): Target: Creature in a hazard square
The character opens the door. Attack: + 11 vs . Fortitude
Hit: The target moves up the stairs and flees the area at a run
(save ends). The character chooses to run toward area 10 or
The characters ea rn the major quest XP for the first half of area 11 (or area 15 if the secret door at area 12 is open). The
the ad venture when they open thi s route to the second OM determines what checks are made to navigate pits and
(and far more dangerous) h alf of the tomb. other hazards as long as the character is moving.
Countermeasures
• A character gains a + 2 bonus to Fortitude against the trap's
next attack with a DC 16 Endurance check (standard action).
• The magical fear gas is absorbed through the lungs and the
skin. However, a character holding his or her breath gains a +5
bonus to Endurance checks made to resist the effects of the gas .
• Once the door to area 14 is opened, the gas dissipates
in 1d4 rounds. If the door is closed, the gas
builds up again in 1 round.
If the mace is picked up, it flares with the brightness of
a torch and informs its wield e r that it is a +3 disruptina
mace (DMA09 31; see th e statistics block). Though very
real, thi s weapon has been planted here by Acererak (see
Encounter Level 12 (3,600 XP) "Tactics," below).
Beyond the door, the characters desce nd into an area that Enhancement: Attack rolls and damage rolls
they a re meant to believe marks the end of the adventure. Critical: + 3d6 radiant damage, or +3dl 0 radiant damage
against undead
Property: This weapon can be used as a holy symbol. It adds
A dark stairwell filled with webs descends to a narrow stone its enhancement bonus to attack rolls and damage rolls, and
chamber beyond. At the foot of the stairs, a faint aolden attacks can be augmented by this weapon's power when
liahtalows. it is used as an implement. You do not gain your weapon
proficiency to an attack roll when using a disrupting weapon
The thick webs block any movement down the stairs. A as an implement.
DC 18 Athletics check or 6 points of fire damage clears 1 Power (Daily .. Radiant): Free Action. TriBBer: You hit an
undead creature with this weapon. Effect: The attack deals
square of webs.
3dlO extra radiant damage.
black liaht.
Perception
The former function of this a rea is clear when the charac + DC 12: At the bottom of the third vat lies a golden skeleton
ters gain their first look through the door. key (see "The First Key," below).
+ DC 1 7: An apparently identical key lies at the bottom of the
second vat.
This ruined chamber was once a laboratory, and dusty jars
The First Vat: The first vat holds only a 3 -foot depth of
still clutter the shelves that line its walls. The j100r is strewn murky water.
with rubble and dust, workbenches and tables covered with The Second Vat: This contains a slow-acting acid that deals 5
clay pots and urns, and bones and skulls. Three huge vats ongOing acid damage starting the third round after contact
stand to the south. (save ends). A character who tests the acid by immersing
an object in it likely concludes that it is harmless unless the
object is watched for 3 rounds or more.
3 Vat Oozes Level 9 Elite Brute
Large natural bea5t (blind. ooze) XP 800 each The Third Vat: The liquid in this vat is a trio of deadly oozes
in magical suspension. They attack if they or the vat are
Initiative +8 Senses Perception +6; blindsight 10, tremors
disturbed in any way.
ense 10
HP 240; Bloodied 120
AC 21; Fortitude 22, Reflex 21 , Will 19 A character can enter the vat to retrieve the key, or can
Immune gaze; Resist 5 acid hook the key with an object of sllitable length and a DC
Saving Throws +2 17 Dexterity check. However, the acid utterly destroys any
Action Points 1 enters the vat) within 1 minute of imme rsion . Magic items
Reach 2; +12 vs. AC ; 2d12 + 3 acid damage , and the target is dazed
until the end of its next turn.
+ Pseudopod Strike (standard; at-will) TACTICS
The vat ooze makes two slam attacks against two different creatures. The oozes flow mindlessly toward the nearest cre at ures,
Ifboth attacks hit , each attack de als 1d12 extra damage. ignoring the difficult terrain of the rubbl e and the vats as
<~ Foul Spew (when first bloodied and again when the vat ooze drops
they lash out with pseudopod strike.
in a random direc tion. (Once combat begins, this occurs Hazard: A patch of brown mold drains heat from its
on initiative count 0.) surrounding area, crippling creatures with deadly cold.
Perception
No check is necessary to notice the mold. In addition, the area
DEADLY TAPESTRIES within 30 feet of brown mold is noticeably cool.
Each square of tapestry lining the walls is a magically Additional Skill: Dungeoneering
treated crea tion of green slime and brown mold . A tapes· • DC 19: The character recognizes the brown mold.
try can be handled safely with a DC 19 Dexterity check. Trigger
On a failed check, or if a tapestry is roughly jostled (as by The hazard attacks when any creature enters or starts its turn
in its square or any square adjacent to it.
a character sliding into it), it transforms into a green slime
Attack. Cold
horror and attacks.
Opportunity Action Melee 1
A green slime dealt any amollnt of cold, fire, or lightning Target: The triggering creature
damage is transformed into brown mold that fills one of Attack: +10 vs. Fortitude
the green slime's squares. Hit: 2d8 cold damage, and ongoing 5 cold damage (save ends).
Miss: Half damage.
Special
TACTICS If a square of mold is targeted by or within the area of an
The green slime horrors throw themselves at the nearest attack that deals fire damage, all adjacent squares become
combatants until the first character is successfully attacked brown mold if they are not already.
by enBulf All other slimes then target that foe for a quick kill. Countermeasures
Illumination: None.
Setup: In addition to the siren's initial words, any Area burst 1 within 10; targets one creature; +17 vs . Reflex; 4d8 +
[nsight check suggests that the creature is under some sort 5 psychic damage, and the target takes ongoing 5 damage and is
of compulsion forcing it to fight. stunned (save ends both).
Cavern Walk (move; at·will). Teleportation
Level: 8 (XP 700).
The cavern siren can teleport 8 squares jf it begins and ends that
Complexity: 2 (requires 6 successes before 3 failures). movement on unworked rock or stone.
Primary Skills: Bluff. Diplomacy, Intimidate. Alignment Unaligned Languages Common, Elven
I
Bluff, Diplomacy, or Intimidate (DC 17, standard Skills Bluff +17. InSight +13, Stealth +15
I
action): The character attempts to cajole or threaten the
siren. All skills are equally effective, but a character
Str 16 (+9)
Con 19 (+10)
Dex 18 (+10)
Int 11 (+6)
Wis 14 (+8)
Cha 22 (+12)
cannot make both Diplomacy and Intimidate checks in
the challenge.
Special: A character that fails a check in the challenge 19. TRUE FALSE DOOR
makes a charge attack or a basic attack against its nearest A solid stone wall behind a fa Ise
ally as a free action, then ends its turn. This is a charm effect.
door conceals a secret door (Per·
Success: If the characters earn 6 successes in the chal ception DC 17). Just beyond
lenge, they break Acererak's control of the siren.
the secret door is a secret
Failure: lfthe characters have 3 failures in the chal trapdoor in the corridor
le nge, the siren gains a +1 bonus to attack rolls and a +2
floor (Perception DC 25).
bonus to all defenses until the end of the encounter. A flight of rough stairs
leads down to a 5 ·foot
DEVELOPMENT diame ter crawlspace and
If the characters succeed on the skill challenge, the siren area 22 .
breaks off hostilities, whispering thanks as it vanishes
into the mist. Award full XP for the creature if it
has not b een bloodied; halfXP otherwise.
Encounter Level 10 (2,800 XP) Sleep Gas Environment Effect
A sudden torpor comes over you as a sweet scent wafts thl'ou8h
the air.
SETUP
Environment Effect: A pulse of slee p gas drops unwitting
The corridor from the true false door leads to a dead-end
victims in advance of the juggernaut's approach .
night of stairs leading up- and a deadly h azard. Trigger
The door to area 20 is opened
This heavy stone door is hinaed to openfrom either side, Attack
its surface battered and cracked. Th e stonefloors here are Opportunity Action Area special
stained a disquietina red-black. Target: Each creature north of area 19
Attack: + 14 vs. Fortitude
Hit: The target is dazed and slowed (save ends both).
All three doors in this area are identical , allowing the jug
First Failed Saving Throw: The target falls prone and is
gernaut (see below) to pass in both direc tions . Opening the stunned instead of dazed.
first set of doors triggers two effects. Second Failed Saving Throw: The target is unconscious
instead of stunned and also takes a - 2 penalty to saving
Stone Juggernaut Level 16 Elite Obstacle throws (save ends).
Hazard XP 2.800
The rumblintJ construct advances, then suddenly retrea ts, chartin8 A great magical construct known as a stone juggernaut
an erratic course alontJ the corridor. leaves are a 21 at the same time, moving as indicated in the
Hazard: This hazard fills a space 2 squares on a side, and statistics block. Although this is not a combat encounter.
moves back and forth along the corridors north of area 19. lise initiative and a battle map to track move ment.
Characters must move past the juggernaut to advance.
Perception
From ahead comes a duH rumblina. Burstina throuah the
No check is necessary to notice the juggernaut.
swinaina stone doors, a massive construct fill s the corridor
Trigger
Attack
juggernaut's space.
s inister cast.
narrow crawlspace.
Any creature that comes into contact with a pillar floats
Wish magic was a popular part of older editions of the Wielding either the crown or the scepter cannot move
i
!
I
this gem, feel free to pull out all the stops.
TACTICS
Encounter Level 9 (2,000 XP) T h e 1TI1lInmy c rypt master opens with stunnina strike, forc
ing the nearest character out the door and pushing the
SETUP Once in th e open, the creat ure sp ends its ac tion points to
1 mummy crypt master lise double atrack, stunnina strike, and cr,"pr shroud ill the
same round s. It lIses stunnina strike to slid e characters into
As the c h aracters approach, this stone door glows blue the p illars and levitate th em out of the fight. Ifa character
like that of area 24 (previous page). However, this cham tri es the same approach , the crypt m as ter's unholy aid a nd
ber is not empty. bonus to sa\' i ng throws quickly bring it back to th e ground.
The cryp t master does not pursue if the characters flee
A larae wooden sarcophaaus rests upon a low stone table th e pillared hall.
at the center ofthis small room. Various broken and looted
chests, urns, and coffers are scattered about the area. FEATURES OF THE A REA
Ceiling: The ceiling is 20 feet high in the crypt and 30
Inside the sa r cophagus are the mummified re mains of a
fe e t high in the pillared hall.
human, its tattere d wrappings partially und o ne . A huge
Illumination: None.
amethyst is barely visible in the corp se's left eye socket
Sarcophagus: This ston e sarcophagus is blocking terrain.
(Perception DC 18). This gem radi ates dark magic (Arcana
Pillars: See "Pillar Throne Room," page 24.
DC 30, tra ined only). Ifit is removed, the remains animate
Treasure: The huge amethyst is worth 500 gp, but any
as a mummy crypt master.
creature ca rrying it takes a -2 penalty to saving throws
because of its curse. A Remove Affliction ritual (see Play
Mummy Crypt Master Level 9 Solo Brute er's Handbook, page 311) negates this effect.
. \ Medium n~tural humanoid (undead) XP 1.000
Inside the sar cophagus, three level 4 potions ofresis
Initiative +7 Senses Perception +11; darkvision
Despair (Fear) aura 5; enemies within the aura take a -2 penalty to
tance (fire) are hidd en within th e mummy 's di scarded
attack rolls against the mummy crypt master. wrappings. (Similar potions are what bestowed the crea
HP 400; Bloodied 200 ture's fire resistance.)
Regeneration 10 (if the crypt master takes radiant damage, regen
eration doesn't function on its next turn)
AC 23; Fortitude 23, Reflex 21 , Will 20
Immune disease, poison; Resist 5 fire while not bloodied', 10 necrotic
Saving Throws +5
Speed 5
Action Points 2
CD Rotting Slam (standard; at-will) • Disease, Necrotic
+14 vs. AC; 4d8 + 1 necrotic damage, and the target is exposed to
level 8 mummy rot (see Monster Manual, page 192).
+ Double Attack (standard; at-will)
The mummy crypt master makes two rottin8 slam attacks. If both
attacks hit the same target, th e target is exposed to level 13
mummy rot instead of level 8 mummy rot.
+ Stunning Strike (minor l / round; at-will) • Fear
+12 vs. Will; 4d8 + 1 damage, and the target slides 3 squares and is
stunned until the end of its next turn.
~l- Crypt Shroud (standard; recharge r;:;J lIT) • Necrotic
Area burst 2 within 10; +12 vs. Fortitude; 3d8 + 9 necrotic damage,
and the target is weakened (save ends).
<~ Mummy's Curse (when reduced to 0 hit points) • Disease
Close burst 10; targets enemies; +12 vs. Will; the target contracts
level 8 mummy rot.
Unholy Aid (immediate interrupt, when the crypt master suffers an
effect that a save can end; recharge TIl)
The crypt master automatically saves against the triggering effect.
Alignment Unaligned languages Common
Puzzle XP 500
The real key to these gre at gates is the scepter from area
This small chamber is strewn with numerous skeletons and it 230. The golden ball is an almost perfect fit for th e cavity. If
is foul with the scent of rot. A smallfountain spills water into the ball is placed within the cavity, the mithral gates swing
a basin and drain s away through side holes along thefloor. Silently open. If the silver knob is instead touche d to th e
Inglowingl etters, aarim warning is set along one wall: doors, the scepter's wielder is teleported and spat out nude
from the devil 's mouth at area 1 F. The character's gear is
"You who dared to violate my tomb now pay the price.
teleported to area 32, while the crown and scepter teleport
Stay here and die slowly ofstarvation, or open and enter the
back to the thron e at area 230.
door to your south where certain but quick death awaits."
TREASURE
The scattered gear of the adventurers who died here
amounts to 350 gp, 500 sp, 10 gems (20 gp each), a nd a
level 10 potion of clarity (AV 188). It ta kes 10 minutes to
thoroughly sea rch the room .
corners stand 9foot-tall statues offierce demonic warriors Str 18 (+10) Dex 11 (+11) Wis 16 (+9)
cast in black iron, and their dread weapons are raised. Con 16 (+9) Int 11 (+7 ) Cha 11 (+6)
The only exit from this area is hidden beneath one of the
TACTICS
The urn shudders as a humanoid form bursts from the top The efreets do not pursue characters out of this cham·
an efreet warrior-slave, howlin[J in murderous ra[Je. ber, but they remain here ready to fight if the characters
Setup: Each round on initiative count 0 , the brass leave and then retur n.
urn summons two efreet urn slaves that appear in unoc
cupied spaces in the chamber. The urn summons efreets
until disabled .
Level: 11 (XP 1,800).
Complexity: 3 (re quires 8 successes before 3 failures).
Primary Skills: Arcana, Athletics, Thieve ry.
Arcana (DC 18, standard action): The character dis
rupts the urn's summoning magic. In addition to gaining a
success in the challenge, the next time the urn summons
efreets , only one appea rs.
Athletics (DC 26, standard action):The character can
hinder the urn's power by smashing it with brute force. On a
failed check, each efreet in the chamber gains a +2 bonus to
attack rolls and damage rolls until the end ofits next turn.
Thievery (DC 18, standard action): The character
attempts to disrupt the urn's summoning mechan ism.
Once the characters have 7 successes, they can make only
Thievery checks in the challenge.
Success: The urn cracks and collapses to shards as any
surviving efreets van ish. The summoning energy fading
from the urn restores each character as ifhe or she had
taken an extended rest.
Failure: The urn summons four efreets and resets itself.
The characters must attempt the skill challenge again .
FEATURES OF THE AREA 30. PHASE DOOR
Ceiling: The ceiling is 30 feet high.
Two portals here let characters pass through to the corri
Illumination: None.
dors to the sOllth. The doors cannot be detected from the
Brass Urn: The smoke issues from a vent where the
corridor side.
urn's brass stopper has been sealed with gold. Touching
the urn starts the skill challenge.
Any efreet fighting adjacent to the urn gains a +2 bonus
to attack rolls, damage rolls, and all defenses.
31. EMPTY CRYPT
The characters' travails in the tomb have finaJly led
Sarcophagus: The granite sarcophagus is set into the
them to Acererak's resting place. However, entering the
floor and immovable. It takes a DC 13 Athletics check
demilich's crypt involves a deadly challenge.
to jump onto or over the sarcophagus as part of a move
action. The sarcophagus provides cover.
The ancient glyphs can be read as "ACERE
RAK" with a DC 18 Arcana or Religion check.
It takes three simultaneous DC 18 Strength
checks to lift the lid, revealing bones, ruined
jewelry, a broken staff, and a shattered skull.
A DC 26 Arcana check identifies an epic
tier staff of power, drained and ruined. Acer
erak hopes intruders conclude he is likewise
destroyed, even as his magic traps have some
how survived him.
Iron Statues: Any creature fighting adja
cent to a statue takes a -2 penalty to attack
rolls. This is a fear effect.
The characters can move the massive stat
ues only by making four simultaneous DC 18
Strength checks. Moving any statue activates
the skill challenge. If the statue in the north
west corner is moved, it reveals a ring pull that
raises a small plug of stone. A narrow chute
drops 10 feet down to the corridor to the west.
Iron Chests: Each of these 3-foot-by-3
foot-by-5-foot chests is set into the stone floor
and immovable. Both show marks of prying
and battering. It takes an extra move action to
hop up onto a chest. A chest provides cover.
It takes two DC 18 Thievery checks (trained
only) to open each chest. On each failed check,
a poison needle in the lock makes an attack:
+13 vs. Fortitude; ongoing 5 poison damage
(save ends).
".,,' 'I .
Treasure: The eastern chest holds 250 \. .. ~ :".~'.'::... '.~.:.'. ::
gems (10 gp each); the other contains 2,800 \. .f: . . ":.i~
gpo If removed from the dungeon, these 'l~~:<: :"
become worthless gla ss and low-quality
copper, respectively.
,I,
I
Empty Crypt Level 10 Turning the second key herald s the appearance of Acer ·
Puzzle XP SOD
e rak 's true cry pt-and puts the cha racters in grave peril.
A sin81e hidden keyhole stands at the center of this blank
stone wall.
Puzzle: A pair of magically warded portals marks the entrance Hidden Vault Level 13 Elite Blaster
to Acererak's crypt. Trilp XP 1.600 ,I
\~ Effect
If the character turns the key three times to the right in succession,
height of the arched ceiling 20 feet above.) A character who
escapes from the trap falls 20 feet to the floor.
j the floor of area 32 splits along its midway point and begin s to rise
slowly. The true crypt (see the next page) is ben eath this empty
chamber, moving up from below to fill it.
:--:==-~
~;~~
I J~=~~~~~~~~~~~:;:;;:;;;;;~;o;;e;a.
I~
1-.. . . . ~-..:E~n
...C....e;....
O u!:&O!: V~e;t.;1~1.-: 3'-(
n...:t...e.0.4:r:.-L· e..... l ..4....:....,"'5-0- 0- X a.J.~..;;..~.JEa
ch
......p--)............ round at the start of the construct's turn, roll a d6.
\"'hen the true crypt has risen from beneath the f1oor, d6 location·
area 32 is filled with a sealed mithral vault that separates Chamber of Three Chests (area 7)
it from area 31 once more. 2 Chapel of Evil (area 9)
3 Chamber of Mists (area 18)
A new wall of8leamin8 mithral stands where the old wall 4 Pillared Throne Room (area 23)
sunk down. A door is set in the wall, and an inset rin8 5 False Treasure Chamber (area 29)
han8s at its center. 6 Crypt (area 32)
• If the die roll indicates that the combatants are teleported
A DC 18 Strength check allows a character to pull the to the same area they are currently in, roll again.
heavy door open. Beyond is the crypt ofAcererak and the
final challenge of the tomb. After each teleportation, the Acererak construct appears in
Treasure: Treasure scattered across the f100r of the midair in a square ofits choice in the rough center of the
crypt is the first thing the characters see. This includes new area. The characters appear in random unoccupied
the follOWing: squares vvithin the chamber. (Have each player drop a d20
onto the center of the battlemap. Whichever square the die
• All items from any characters teleported nude within
is nearest to the center of when it stops is the character's
the tomb.
starting place.) The construct then makes an attack against
·50 small gems (10 gp each). each creature within the area as a free action: +16 vs. Ref1ex;
• 4 large gems (200 gp each). the construct slides the target 1 square and knocks it prone.
• Potions or elixirs oflevellO or lower, worth a total of Summoned creatures, companions, familiars, and so on
1,700 gpo are teleported with the characters. Conjurations and zones
end when the characters teleport away from an area.
• A +3 rod offirst blood.
This teleportation effect ends when the Acererak construct
• A + 3 banishin8 spellblade lon8sword (AV2 ] 6). is first bloodied. From that point on, the combat finishes
within the area in which the combatants last teleported.
A stone dais on the far side ofthe chamber holds a jeweled
skull that sits amid bone shards and dust. Its eyes are blood
red rubies, and its teeth are set with diamonds.
On the far side ofthe crypt, dust swirls as the jeweled skull
rises into the air. Slowly, it turns from side to side, apprais
ing you as it prepares to attack.
CLOSE QUARTERS
Remembering the fight with the lich construct in area 14,
the characters are likely to qUickly assess the challenge of
i fighting in the close confines of the crypt. However, Acer
i
I
erak 's magiC makes this fight a different kind of challenge.
,!
Acererak Construct Level 13 Solo Artillery
Tiny natural animate (homunculus. undead) XP 4 .000
DEVELOPMENT
Initiative +9 Senses Perception +13; darkvision The destruction of the demilich earns the characters the
Intruding Terror (Fear) aura 1; enemies within the aura take a -1 major quest XP for this second hal f of the adventure.
penalty to attack rolls. Treasure: In addition to the treasure noted above, the
HP 600; Bloodied 300 destruction of the Acererak construct leaves the skull's
AC 18; Fortitude 19. Refle" 16, Will 15
gems. Its two ruby eyes are worth 1,450 gp each; the six
Immune disease, poison, sleep; Resist 1 0 necrotic, 10 psychic;
Vulnerable 5 radiant
diamonds that were its teeth are worth 250 gp each. (Four
Saving Throws +5 of these diamonds are soul gems; see the sidebar for the
Speed fly 10 (hover) fate of souls trapped in them.)
Action Points 2
@ Shadow Ray (standard; at·will) + Necrotic
Ranged 10; +18 vs . Reflex; 2d8 + 6 necrotic damage.
::rTwin Rays (standard; at·will)
FATE OF DRA1NED SOULS
The Acererak construct makes two shadow ray attacks. When a victim of the drain soul attack fails its second saving
::rDrain Soul (standard; recharge ~ li.Ij) throw, the victim's soul is trapped in one of the construct's
Ranged 5; does not provoke opportunity attacks; ...18 vs. Fortitude; skull's gems. The soul's former body crumbles into dust at
the target is dazed and restrained (save ends both). First Failed the end of the creature's next turn. If the skull is destroyed,
Savina Throw: The target is instead stunned and restrained (save each creature trapped in a gem is targeted by an attack:
ends both). Second Failed Savina Throw: The target dies, and its
+ 18 vs. Will; the soul is destroyed. On a miss, the soul
soul is trapped in one of the Acererak construct's soulaems until
the construct is destroyed; see also consume soul and the "Fate of
remains intact but is trapped in a gem. If a target's soul
Drained Souls" sidebar. remains intact within a gem, then the gem glows with a
<~ Soul Shriveling Pulse (immediate reaction, when a creature fails a faint inner light and reveals an image of a tiny figure inside
saving throw against drain soul; at·will) + Fear, Necrotic it. Characters can use this gem as part of the Raise Dead
Close burst 5; +18 vs. Will; 2d6 + 4 necrotic damage, and the target ritual, reducing the component cost by half. Characters can
takes a -1 penalty to saving throws (save ends). bring back a target whose soul is destroyed by the Raise
Guard Area
Dead ritual.
An Acererak construct can use its drain soul power against any crea·
ture in the crypt (area 32), even if the power hasn't recharged.
Consume Soul (minor; expends a trapped soul; recharge [l]) + FEATURES OF THE AREA
Healing
Ceiling: The ceilings are arched and are 20 feet high
The Acererak construct regains 150 hit points.
in the middle. They are 10 feet high along the walls.
Soul Gems
The Acererak construct's four soulaems can each hold the soul of One Illumination: None.
of its victims . At the beginning of the encounter, the soulaems are Treasure Piles: Areas of piled treasure are
empty. difficult terrain .
Alignment Evil languages - Dais: The stone dais is 3 feet
__~~~;~;~~;~~
Str 14(+8) De" 17 (+9) Wis 14(+8)
high and provides
Con 18(+10) Int 12 (+7) Cha 21 (+11)
cover. It takes 1
extra square of
TACTICS movement to hop
The Acererak construct uses drain soul up on the dais .
as often as it can, staying in the thick of
combat to maximize its soulshrive!ina
pulse. It makes twin ray attacks while it
waits for drain soul to recharge .
Acererak created this area's magi·
cal teleport effect to throw would·be
tomb raiders off guard and to take a
final revenge against characters who
have made it this far by avoiding the
tomb's deadlier traps. The Acererak
construct knows the tomb and takes
full advantage ofits features and
effects. For example, in the chamber
of three chests, it attempts to slide
characters into any unopened chests.
In the pillared throne room, it
moves characters into the pillars to
levitate them out of the fight.
BEYOND THE TOMB AUTHOR'S NOTE
This ends the expedition to the Tomb ofHorrors. vVe hope As clever players will gather from a reading of the Legend
you and your players will havefound it excitina, challena of the Tomb, this dungeon has more tricks and traps than
in8, and rewardina. it has monsters to fight. THIS IS A THINKING PERSON'S
MODULE, AND IF YOUR GROUP IS A HACK AND SLAY
One way or another, the Tomb of Horrors marks your GATHERING, THEY WILL BE Ul\lHAPPYl
campaign's progression into the paragon tier. If the Acere
rak construct has fallen to the characters' bravery, word of Tomb of Horrors had been around for a while when we first
this accomplishment qUickly spreads from Skull City into played it, but its dark reputation had passed us by. We
the wider world. However, even if the heroes ultimately were an isolated enclave of high-school gamers, mainlining
failed at their quest to break Acererak's power, they might AD&D in our small corner of the Canadian hinterland with
have gained a sense of purpose even more valuable in the no lifeline to the rest of the hobby. We knew Gary Gygax's
long term. twisted imagination, of course, from Hommlet and Bar
In the h eroic tier, conflicts and adventure hooks are rier Peaks and the meat-grinder that was the giants-drow
frequently local and small-scale. However, to succeed in series. Though we all DMed in a kind of chaotic rotation,
the paragon tier and beyond, characters must learn that it was Dave who'd run most of the Gygax canon, and who
defeating evil such as Acererak's is the task of a lifetime, prepped the tomb for us that night in 1981. As a result, we
not simply of a Single adventure. Those who survive the were pretty sure we knew what we were in for.
tomb will be stronger because of it-driven by the memory On Dave's face as we started, I remember a smile I'd
of the companions lost and the challenges faced there. never seen before. . . .
Whatever its outcome, this adventure can play into the We were ready, though. We were savvy. We were the
development of your campaign. Regardless of the party's "thinking persons" that Gygax spoke of in the module's
success, the leaders of the Bleak Academy maintain faith introduction-the slacker core of our high school's geek
in their lord and his unknowable plans as long as the tomb elite. We were methodical. We were paranoid as all hell.
still physically stands. However, for the sheer temerity of We were confident.
having survived it, the characters might find themselves And we died. Badly. Over and over and over again.
targeted by necromancers, assassins, vampires, and intel The body count in that first session was beyond com
ligent undead that seek to complete the sacrifice their prehension. My character was one of the few survivors,
master has been denied. swearing oaths of vengeance with all the rest as we bank
Beyond the Bleak Academy, who knows what fresh plots rupted ourselves paying for group-rate resurrections-and
you might be inspired to hatch on Acererak's behalf? The then went back for more.
demilich's ultimate goals are revea led in the upcoming Success came slowly, built on perseverance and blind
Tomb ofHorrors super· adventure, but in your campaign, luck and sheer "Do nothing; touch nothingl" terror. Victory
that ad venture can bu ild on the outcome of this one. A and the destruction ofthe demilich came finally in the form
different generation of heroes can take up the final fight of one of those tedious campaign stories you really don't
against Acererak, but they will know the names of the want to hear. But the larger point is that for those of us
heroes who came before them-the characters who braved who kept coming back to it, the tomb was a challenge like
the peril of this Tomb of Horrors and set the stage for that nothing we'd ever played before.
final showdown. This was an adventure in which it wasn't enough for your
character to be the best at what he or she did. To survive
the tomb, you-the player, the person behind the character
sheet-had to be even better.